The OBJ Reader node loads models from a Wavefront .OBJ file. The OBJ Reader can also load .mtl files specified by the OBJ containing texturing information. When you create an OBJ Reader it opens a file dialog allowing you to choose the file to load.
Node Type: Object
Population mode: This popup has two options:
- Individual Object: This is the default for objects created individually, not part of a population. If you choose this option for objects that are part of a population the population instances will still render but the object itself will also show up at its original position.
- Member of a Population: This is the default for objects created as part of creating a population. It means the objects only render as part of a population. If you choose this option for an individual object it won't render.
If you create an object as part of a population and then decide to use it on its own you may need to change the popup to Individual Object to get it to render.
- Preview mode: This popup has five options:
- This popup lets you choose how the object should be displayed in the 3D Preview, and sets the most detailed mode that the object can be displayed in. The Object Display Mode button in the 3D Preview controls the mode for the preview as a whole. For example if you set the Preview mode of the object to Wireframe but the 3D Preview object display mode is set to Show as bounding boxes then the object will only be drawn as a bounding box.
- Preview Colour: Enabling this parameter causes the object to be drawn in the 3D preview using the preview colour when the object display mode is set to bounding box or wireframe. When set to smooth shaded or texture display mode, the preview colour tints the object’s textured surface. This is useful for making a particular object stand out in the 3D preview. Clicking on the colour swatch to the right of the parameter label opens the Colour picker pane.
- Filename: This parameter shows the path to the file used by the OBJ Reader. You can use the file button at right to load a different file but this isn't recommended as the materials for the new file won't be loaded.
- Sequence first: This value controls both the geometry and the frame on which that geometry is loaded.
- For example, when set to a value of 1, MyObject_0001.obj will load on frame 1, when the “Offset” value is zero.
- If an “Offset” value other than zero is present, that value will be added to the “Sequence first” value to determine which geometry is loaded. For example, with an “Offset” value of “4”, MyObject_0005.obj will load on frame 1.
- Terragen can cycle through a subset of the total available sequential geometry by specifying the range to use in the “Sequence first” and “Sequence last” values. For example, if the “Sequence first” value was set to “4” and the “Sequence last” value was set to “8”, then Terragen would cycle through the sequential objects named MyObject_0004.obj through MyObject_0008.obj. MyObject_0004.obj would load on frame 4 and MyObject_0008.obj would load on frame 8, if the “Offset” value were zero. Note, that frames 1, 2 and 3 would load MyObject_0006.obj, MyObject_0007.obj, and MyObject_0008.obj respectively if “Loop” where enabled, and MyObject_0005.obj, MyObject_0006.obj and MyObject_0007.obj if “Ping pong” were enabled.
- If the sequential object number does not exist, Terragen will display a warning message to alert you.
- Sequence last: This value controls both the geometry and the frame on which that geometry is loaded.
- For example, when set to a value of "10" and using an object sequence numbered 1 through 10, MyObject_0010.obj will load on frame 10 when the “Offset” value is set to "0".
- If an “Offset” value other than "0" is present, that value will be added to the “Sequence last” value to determine which geometry is loaded, factoring in the number of available objects in the sequence and cycling through them based on the "Loop" or "Ping Pong" mode selected. For example, with an “Offset” value of “1” in a object sequence numbered 1 through 10, MyObject_0001.obj will load on frame 10 if “Loop” is enabled, or MyObject_0009.obj will load on frame 10 if “Ping Pong” is enabled.
- Loop or Ping Pong: Upon completion of the sequential object cycle determined by the “Sequence first” value and “Sequence last” value, Terragen can either “loop” back to the “Sequence first” object and cycle through the objects as each frame advances, or it can “ping pong”, that is, reverse the object sequence order until the “Sequence first” object is encountered.
- Frame offset: This value provides a way to load a different sequential object. Its value is added to the “Sequence first” value and “Sequential last” value. For example, if the “Sequence first” value is "1", the “Sequence last” value is "10", and the “Offset” value is "4", then MyObject_0005.obj would load on frame 1.
- Read MDD (motion) file: Terragen can apply Motion Designer or “MDD” files created in third-party 3D software packages to an object within the project. The MDD file contains the position of every vertex in an object, for each frame of an animation. After an object is animated or otherwise deformed in the third-party 3D software, its vertex positions are “baked”, or saved in the MDD file format. This allows for complex animation to exist within a Terragen project, that otherwise could not.
- Mesh displacer The shader assigned to this parameter displaces the object’s vertices (mesh).
- For example, a power fractal shader can be used to displace the vertices of the 3D object or a population.
- The denser the object’s geometry, or more vertices it has, allows for more subtle deformations to be visible.
- Surface shader:
- Displacement tolerance
- Smooth polygons at terminator: This fixes self-shadow artifacts at the lighting terminator of polygonal objects where the smooth normals are inconsistent with the geometric normal. This parameter is enabled by default.
- Darken bumps at terminator: This parameter approximates self-shadow of bump maps at the lighting terminator to reduce the chance of seeing a sharp line where the surface falls into shadow. This parameter is enabled by default.
Visible to other rays: When this is checked the object is visible to various rays which are traced during rendering, such as reflection, transparency and GI rays. As an example, if this was unchecked the object would not show up in reflections.
Cast shadows: This should be checked if you want the object to cast shadows.
Double-sided surface: If this is checked object surfaces are double sided. A single sided surface is only visible from the "front", which is the direction the surface normal is pointing. If you look at it from the other direction the surface isn't visible. Double sided surfaces are visible from all directions.
Use smooth normals: If this is checked the object normals are interpolated to make the surface appear smooth. If it's unchecked the surface will look faceted.
Flip normals: Check this to flip or reverse the object normals. You might want to use this on an imported object if it has gaps or strange dark patches when rendered.
- Translate: This sets the position of the object.
Rotate: This rotates the object about its origin. The order of the values is heading, pitch then bank.
Scale: You can use this parameter to scale the object in the X, Y and Z directions.
Import chan file: Clicking this button allows you to import a .chan file for animating the object position and rotation.
File Read Tab
Mesh Modifiers tab
Surface Shaders Tab
Visible to camera: If this is checked the object is visible to cameras such as the render camera. In other words it will show up in renders. If this is unchecked the object won't show up in renders. However if, for example, the Cast shadows checkbox is checked then the shadows cast by the object will still be visible.
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The bounding box is a box which surrounds (or bounds) an object or shader. This box shows the maximum extents of the item inside it. Sometimes abbreviated as "b-box".
A parameter is an individual setting in a node parameter view which controls some aspect of the node.
A shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.
Literally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.